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My Holy Grail

Started by ignatus, Nov 21, 01:03 AM 2018

Previous topic - Next topic

0 Members and 4 Guests are viewing this topic.

IVO

Congrats to Mr. Ignatus  :thumbsup: :smile:

Mako

Quote from: ignatus on Nov 21, 02:06 PM 2018
Thanks, Mako

yes? As i said it's played with a negative progression and highest bet IS 420u (for straightup) and? it requires a large BR? And also maybe hard to find tables with those limits idk? But then, as you've seen, it survived 100 000 spins....i know there are some casinos online with high table-limits...

Whenever I've had that problem I try to see how it does if I stoploss the progression at an earlier level, say with a more typical table spread.

I try to see if the winning streaks still surpass the stoplosses caps, as they are in limited testing so far with Robbert's corner bet we've been experimenting with this week.

Try running it in RX with stop points at every progression level Iggy and see if a range pops out as being optimal?

Still

I just want to point out that i never said nuthin bad about Ignatus during the dark days when he was strugglin.    :xd:

Gitano

Awesome results Ignatus!
important is the low "Maxrisk"..but CONGRATS to you

ignatus

Thanks IVO  ;)

Well now, i WILL give it away, now.....  :xd: I don't care about the money ? OR? idk?  ;D as i said, if you like it now, donate ...that's all.  O0

This would be baiting otherwise?

Out of Space

OK Here you go; The idea is quite simple...The way *i* played it now.. IS to wait for a sector-of-5 to be hit 3 times (This trigger *could* be otherwise, you could also wait for a sector-of-12 be hit for minimum 4-5 times before bet. Perhaps that would be a even stronger trigger? idk....so That's the trigger.

And the bet? Now it's a 25 numbers sector BET (12+12 numbers on each side of the number direct opposite of the number within the middle of the trigger-sector+ that number

So? That's pretty much it?...gameplay; you Wait for a Sector-of-5 to be hit 3 times in a row, THEN you bet the direct opposite side  with a *25 numbers sector* AND you bet that particular sector with a negative progressionline,. The one that *I* used in my example, IS no "ordinary" 25 or 24 numbers progression, but it's not each new bet *3 but each new bet *2.5* (after 10u bet)

so, this my progressionline would look like

1,3,10,25,65,165,420 STOP

Well folks that's it.  8)

And i provide the RX-code also, my paypal, if you like to done at paypal.me/ignatus1

cheers

RX-code


system "Out of Space"
// © ignatus 2018 ©

method "main"
begin
  while starting a new session
  begin
    put 0 to Record "Highest Bankroll" Data
   
    Set List[1,3,10,25,65,165,420]
     to Record "progression" Data
     
   Set List[1,2,3,4,5]
     to Record "Spin counter" Data
   end

   while on each spin
  begin
 
    if Record "Sector25" layout list lost each
begin
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False



Add 1 to Record "progression" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
 
    if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout


set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
end


Track last Number for 1 spins to
Record "last1" layout


If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
end

If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
end

If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
end

If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
end

If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
end

If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
  set flag "Trigger6" False
end

    Set max Record "TriggerBET1" layout index
    Set max Record "TriggerBET2" layout index
    Set max Record "TriggerBET3" layout index
    Set max Record "TriggerBET4" layout index
    Set max Record "TriggerBET5" layout index
    Set max Record "TriggerBET6" layout index

   Put 2 on Neighbor Count

   add 4 to Record "TriggerBET1" layout index
   Copy Neighbors of number 4
   to Record "TriggerBET1" Layout
    add 1 to Record "TriggerBET1" layout index
    copy number 4 to Record "TriggerBET1" layout

   add 4 to Record "TriggerBET2" layout index
   Copy Neighbors of number 34
   to Record "TriggerBET2" Layout
    add 1 to Record "TriggerBET2" layout index
    copy number 34 to Record "TriggerBET2" layout

   add 4 to Record "TriggerBET3" layout index
   Copy Neighbors of number 11
   to Record "TriggerBET3" Layout
    add 1 to Record "TriggerBET3" layout index
    copy number 11 to Record "TriggerBET3" layout

    add 4 to Record "TriggerBET4" layout index
   Copy Neighbors of number 1
   to Record "TriggerBET4" Layout
    add 1 to Record "TriggerBET4" layout index
    copy number 1 to Record "TriggerBET4" layout

   add 4 to Record "TriggerBET5" layout index
   Copy Neighbors of number 22
   to Record "TriggerBET5" Layout
    add 1 to Record "TriggerBET5" layout index
    copy number 22 to Record "TriggerBET5" layout

   add 4 to Record "TriggerBET6" layout index
   Copy Neighbors of number 12
   to Record "TriggerBET6" Layout
    add 1 to Record "TriggerBET6" layout index
    copy number 12 to Record "TriggerBET6" layout
 
 
IF total inside bets count = 0 each
  begin

  //  if Record "last1" layout is found within Record "TriggerBET1" layout each
  //   begin
     if flag "Trigger1" True each
     begin
     if flag "BET1" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 1
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 1 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
    end
   end
   
   // if Record "last1" layout is found within Record "TriggerBET2" layout each
   // begin
     if flag "Trigger2" True each
     begin
    if flag "BET2" True each
     begin
     Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 22
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 22 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET3" layout each
//  begin
    if flag "Trigger3" True each
    begin
   if flag "BET3" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 12
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 12 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end


  // if Record "last1" layout is found within Record "TriggerBET4" layout each
  // begin
    if flag "Trigger4" True each
     begin
   if flag "BET4" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 4
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 4 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   
  // if Record "last1" layout is found within Record "TriggerBET5" layout each
  // begin
   if flag "Trigger5" True each
    begin
   if flag "BET5" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 34
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 34 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET6" layout each
//  begin
    if flag "Trigger6" True each
     begin
   if flag "BET6" True each
   begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 11
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 11 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
  end


if Record "last1" layout is found within Record "TriggerBET1" layout each
   begin
    IF flag "Trigger1" true
    begin
    set flag "BET1" true
    end
    set flag "Trigger1" True
   end


   if Record "last1" layout is found within Record "TriggerBET2" layout each
   begin
    IF flag "Trigger2" true each
    begin
    set flag "BET2" true
    end
    set flag "Trigger2" True
   end

   if Record "last1" layout is found within Record "TriggerBET3" layout each
   begin
    IF flag "Trigger3" true each
    begin
    set flag "BET3" true
    end
    set flag "Trigger3" True
   end

   if Record "last1" layout is found within Record "TriggerBET4" layout each
   begin
    IF flag "Trigger4" true each
    begin
    set flag "BET4" true
    end
    set flag "Trigger4" True
   end

   if Record "last1" layout is found within Record "TriggerBET5" layout each
   begin
    IF flag "Trigger5" true each
    begin
    set flag "BET5" true
    end
    set flag "Trigger5" True
   end

   if Record "last1" layout is found within Record "TriggerBET6" layout each
   begin
    IF flag "Trigger6" true each
    begin
    set flag "BET6" true
    end
    set flag "Trigger6" True
   end




Set max Record "Sector5" layout index

  Put 2 on Neighbor Count

   add 4 to Record "Sector5" layout index
   Copy Neighbors of Record "last1" Layout
   to Record "Sector5" Layout

   add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout

  add 1 to Record "Spin counter" Data index
 



{if total bankroll >= 2000 each time
begin
stop session
end
}

{if total bankroll <= -2000 each time
begin
stop session
end
}

  If Record "progression" Data Index >
  Record "progression" Data Count
    Begin
    clear Record "Sector25" layout

   set flag "Trigger1" False
   set flag "Trigger2" False
   set flag "Trigger3" False
   set flag "Trigger4" False
   set flag "Trigger5" False
   set flag "Trigger6" False

   set flag "BET1" False
   set flag "BET2" False
   set flag "BET3" False
   set flag "BET4" False
   set flag "BET5" False
   set flag "BET6" False

   Put 1 on Record "progression" Data Index
   End

  end
END
If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

ignatus

I noticed an error in the code now, :/ sometimes it bets a trigger only hit two times...

i will look into it later tonite or tomorrow, (too tired now)..sry
If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

ignatus

The Trigger-bug has been fix'd. IT will be alot LESS triggers (but now only *3* hits within a sector-of-5), so, perhaps stronger triggers, ...

i will also now code a version with a 12-sectors Trigger-bet,

cheers  8)

RX-code Out-of-space fix


system "Out of Space fix"
// © ignatus 2018 ©

method "main"
begin
  while starting a new session
  begin
    put 0 to Record "Highest Bankroll" Data
   
    Set List[1,3,10,25,65,165,420]
     to Record "progression" Data
     
   Set List[1,2,3,4,5]
     to Record "Spin counter" Data
   end

   while on each spin
  begin
 
    if Record "Sector25" layout list lost each
begin
set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False



Add 1 to Record "progression" Data index
Put 100% of Record "progression" Data to Record "Sector25" layout list
end
 
    if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout


set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False
set flag "Trigger4" False
set flag "Trigger5" False
set flag "Trigger6" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False
set flag "BET4" False
set flag "BET5" False
set flag "BET6" False
end


Track last Number for 1 spins to
Record "last1" layout


If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
set flag "BET1" False
end

If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
set flag "BET2" False
end

If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
set flag "BET3" False
end

If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
set flag "BET4" False
end

If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
set flag "BET5" False
end

If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
  set flag "Trigger6" False
  set flag "BET6" False
end

    Set max Record "TriggerBET1" layout index
    Set max Record "TriggerBET2" layout index
    Set max Record "TriggerBET3" layout index
    Set max Record "TriggerBET4" layout index
    Set max Record "TriggerBET5" layout index
    Set max Record "TriggerBET6" layout index

   Put 2 on Neighbor Count

   add 4 to Record "TriggerBET1" layout index
   Copy Neighbors of number 4
   to Record "TriggerBET1" Layout
    add 1 to Record "TriggerBET1" layout index
    copy number 4 to Record "TriggerBET1" layout

   add 4 to Record "TriggerBET2" layout index
   Copy Neighbors of number 34
   to Record "TriggerBET2" Layout
    add 1 to Record "TriggerBET2" layout index
    copy number 34 to Record "TriggerBET2" layout

   add 4 to Record "TriggerBET3" layout index
   Copy Neighbors of number 11
   to Record "TriggerBET3" Layout
    add 1 to Record "TriggerBET3" layout index
    copy number 11 to Record "TriggerBET3" layout

    add 4 to Record "TriggerBET4" layout index
   Copy Neighbors of number 1
   to Record "TriggerBET4" Layout
    add 1 to Record "TriggerBET4" layout index
    copy number 1 to Record "TriggerBET4" layout

   add 4 to Record "TriggerBET5" layout index
   Copy Neighbors of number 22
   to Record "TriggerBET5" Layout
    add 1 to Record "TriggerBET5" layout index
    copy number 22 to Record "TriggerBET5" layout

   add 4 to Record "TriggerBET6" layout index
   Copy Neighbors of number 12
   to Record "TriggerBET6" Layout
    add 1 to Record "TriggerBET6" layout index
    copy number 12 to Record "TriggerBET6" layout
 
 
IF total inside bets count = 0 each
  begin

  //  if Record "last1" layout is found within Record "TriggerBET1" layout each
  //   begin
     if flag "Trigger1" True each
     begin
     if flag "BET1" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 1
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 1 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
    end
   end
   
   // if Record "last1" layout is found within Record "TriggerBET2" layout each
   // begin
     if flag "Trigger2" True each
     begin
    if flag "BET2" True each
     begin
     Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 22
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 22 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET3" layout each
//  begin
    if flag "Trigger3" True each
    begin
   if flag "BET3" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 12
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 12 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end


  // if Record "last1" layout is found within Record "TriggerBET4" layout each
  // begin
    if flag "Trigger4" True each
     begin
   if flag "BET4" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 4
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 4 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   
  // if Record "last1" layout is found within Record "TriggerBET5" layout each
  // begin
   if flag "Trigger5" True each
    begin
   if flag "BET5" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 34
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 34 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET6" layout each
//  begin
    if flag "Trigger6" True each
     begin
   if flag "BET6" True each
   begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 11
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 11 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
  end


if Record "last1" layout is found within Record "TriggerBET1" layout each
   begin
    IF flag "Trigger1" true
    begin
    set flag "BET1" true
    end
    set flag "Trigger1" True
   end


   if Record "last1" layout is found within Record "TriggerBET2" layout each
   begin
    IF flag "Trigger2" true each
    begin
    set flag "BET2" true
    end
    set flag "Trigger2" True
   end

   if Record "last1" layout is found within Record "TriggerBET3" layout each
   begin
    IF flag "Trigger3" true each
    begin
    set flag "BET3" true
    end
    set flag "Trigger3" True
   end

   if Record "last1" layout is found within Record "TriggerBET4" layout each
   begin
    IF flag "Trigger4" true each
    begin
    set flag "BET4" true
    end
    set flag "Trigger4" True
   end

   if Record "last1" layout is found within Record "TriggerBET5" layout each
   begin
    IF flag "Trigger5" true each
    begin
    set flag "BET5" true
    end
    set flag "Trigger5" True
   end

   if Record "last1" layout is found within Record "TriggerBET6" layout each
   begin
    IF flag "Trigger6" true each
    begin
    set flag "BET6" true
    end
    set flag "Trigger6" True
   end




Set max Record "Sector5" layout index

  Put 2 on Neighbor Count

   add 4 to Record "Sector5" layout index
   Copy Neighbors of Record "last1" Layout
   to Record "Sector5" Layout

   add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout

  add 1 to Record "Spin counter" Data index
 



{if total bankroll >= 2000 each time
begin
stop session
end
}

{if total bankroll <= -2000 each time
begin
stop session
end
}

  If Record "progression" Data Index >
  Record "progression" Data Count
    Begin
    clear Record "Sector25" layout

   set flag "Trigger1" False
   set flag "Trigger2" False
   set flag "Trigger3" False
   set flag "Trigger4" False
   set flag "Trigger5" False
   set flag "Trigger6" False

   set flag "BET1" False
   set flag "BET2" False
   set flag "BET3" False
   set flag "BET4" False
   set flag "BET5" False
   set flag "BET6" False

   Put 1 on Record "progression" Data Index
   End

  end
END

If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

Robbert

What is the waiting time for the trigger?

Ever lost the prog? BR?

ignatus

Quote from: Robbert on Nov 22, 02:25 AM 2018
What is the waiting time for the trigger?

Ever lost the prog? BR?

No i never lost with that one, but it requires a crazy BR, now im just finished the the code for the 11 numbers sector-trigger bet (5+5 neighbours +1 number) Also i added to this code "A virtual win" before starting progression.... ALSO i've made this version played with a much Less agressive/shorter progression, this progressionline now is only 5 steps;

1,3,10,30,90 STOP

This may not be the "HG" , but adapted for short sessions  with a "low" BR... (compared with the other one) IF you don't like this progressionline you can change it.

This version haven't been tested enough (just finished now) only ran a short test 10 000 spins, im sure, one total loss of the progressionline would be still be disaster, (i haven't calculated on how much that loss would be) Also i don't know if this could be profitable, playing this way (short hit'n run sessions) and what BR would be required, and how frequently a loss would happen etc..

I *think* this code should be correct now..

Anyway, TEST, and see what you think

RX-code Out of Space v.2


system "Out of Space v.2 11-sector Trigger"
// © ignatus 2018 ©

method "main"
begin
  while starting a new session
  begin
    put 0 to Record "Highest Bankroll" Data

  //  Set List[1,3,10,25,65,165,420]
     Set List[1,3,10,30,90]
     to Record "progression" Data
     
   Set List[1,2,5]
     to Record "Spin counter" Data
   end

   while on each spin
  begin
 
     if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout
set flag "Betstart" false


set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False

set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
end
 
  Track last Number for 1 spins to
Record "last1" layout
 
  IF Record "last1" Layout is not found within Record "TriggerBET1" Layout
  begin
   if flag "BET_1" true
   begin
   set flag "Betstart" true
   end
  end
 
  IF Record "last1" Layout is not found within Record "TriggerBET2" Layout
  begin
   if flag "BET_2" true
   begin
   set flag "Betstart" true
   end
  end
 
  IF Record "last1" Layout is not found within Record "TriggerBET3" Layout
  begin
   if flag "BET_3" true
   begin
   set flag "Betstart" true
   end
  end
 
 
  if flag "Betstart" true each
  begin
Put 100% of Record "progression" Data to Record "Sector25" layout list
Add 1 to Record "progression" Data index
end

 
    if Record "Sector25" layout list lost each
begin
// put 1 on Record "progression" Data Index
// clear Record "Sector25" layout
// set flag "Betstart" false


set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False

set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False

// if flag "Betstart" true each
// Add 1 to Record "progression" Data index
// Put 1 to Record "Sector25" layout list
// begin
end
 






If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
set flag "BET1" False
set flag "BET_1" False
end

If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
set flag "BET2" False
set flag "BET_2" False
end

If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
set flag "BET3" False
set flag "BET_3" False
end

{
If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
set flag "BET4" False
end

If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
set flag "BET5" False
end

If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
  set flag "Trigger6" False
  set flag "BET6" False
end
}

    Set max Record "TriggerBET1" layout index
    Set max Record "TriggerBET2" layout index
    Set max Record "TriggerBET3" layout index
    Set max Record "TriggerBET4" layout index
    Set max Record "TriggerBET5" layout index
    Set max Record "TriggerBET6" layout index

   Put 5 on Neighbor Count

   add 10 to Record "TriggerBET1" layout index
   Copy Neighbors of number 4
   to Record "TriggerBET1" Layout
    add 1 to Record "TriggerBET1" layout index
    copy number 4 to Record "TriggerBET1" layout

  { add 4 to Record "TriggerBET2" layout index
   Copy Neighbors of number 34
   to Record "TriggerBET2" Layout
    add 1 to Record "TriggerBET2" layout index
    copy number 34 to Record "TriggerBET2" layout }

   add 10 to Record "TriggerBET2" layout index
   Copy Neighbors of number 23
   to Record "TriggerBET2" Layout
    add 1 to Record "TriggerBET2" layout index
    copy number 23 to Record "TriggerBET2" layout

{    add 4 to Record "TriggerBET4" layout index
   Copy Neighbors of number 1
   to Record "TriggerBET4" Layout
    add 1 to Record "TriggerBET4" layout index
    copy number 1 to Record "TriggerBET4" layout }

   add 10 to Record "TriggerBET3" layout index
   Copy Neighbors of number 22
   to Record "TriggerBET3" Layout
    add 1 to Record "TriggerBET3" layout index
    copy number 22 to Record "TriggerBET3" layout

{  add 4 to Record "TriggerBET6" layout index
   Copy Neighbors of number 12
   to Record "TriggerBET6" Layout
    add 1 to Record "TriggerBET6" layout index
    copy number 12 to Record "TriggerBET6" layout }
 
 
IF total inside bets count = 0 each
  begin

  //  if Record "last1" layout is found within Record "TriggerBET1" layout each
  //   begin
     if flag "Trigger1" True each
     begin
     if flag "BET1" True each
     begin
     if flag "BET_1" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 1
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 1 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
  //  Put 100% of Record "progression" Data to Record "Sector25" layout list
    end
   end
   end
   
   // if Record "last1" layout is found within Record "TriggerBET2" layout each
   // begin
     if flag "Trigger2" True each
     begin
    if flag "BET2" True each
     begin
     if flag "BET_2" True each
     begin
     Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 26
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 26 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
  //  Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET3" layout each
//  begin
{   if flag "Trigger3" True each
    begin
   if flag "BET3" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 12
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 12 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end }


  // if Record "last1" layout is found within Record "TriggerBET4" layout each
  // begin
{    if flag "Trigger4" True each
     begin
   if flag "BET4" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 4
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 4 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end }
   
  // if Record "last1" layout is found within Record "TriggerBET5" layout each
  // begin
   if flag "Trigger3" True each
    begin
   if flag "BET3" True each
     begin
     if flag "BET_3" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 34
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 34 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
  //  Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET6" layout each
//  begin
{    if flag "Trigger6" True each
     begin
   if flag "BET6" True each
   begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 11
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 11 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end }
  end


if Record "last1" layout is found within Record "TriggerBET1" layout each
   begin
     IF flag "BET1" true
    begin
    set flag "BET_1" true
    end

    IF flag "Trigger1" true
    begin
    set flag "BET1" true
    end
    set flag "Trigger1" True
   end


   if Record "last1" layout is found within Record "TriggerBET2" layout each
   begin
     IF flag "BET2" true
    begin
    set flag "BET_2" true
    end

    IF flag "Trigger2" true each
    begin
    set flag "BET2" true
    end
    set flag "Trigger2" True
   end

   if Record "last1" layout is found within Record "TriggerBET3" layout each
   begin
     IF flag "BET3" true
    begin
    set flag "BET_3" true
    end

    IF flag "Trigger3" true each
    begin
    set flag "BET3" true
    end
    set flag "Trigger3" True
   end

{  if Record "last1" layout is found within Record "TriggerBET4" layout each
   begin
    IF flag "Trigger4" true each
    begin
    set flag "BET4" true
    end
    set flag "Trigger4" True
   end

   if Record "last1" layout is found within Record "TriggerBET5" layout each
   begin
    IF flag "Trigger5" true each
    begin
    set flag "BET5" true
    end
    set flag "Trigger5" True
   end

   if Record "last1" layout is found within Record "TriggerBET6" layout each
   begin
    IF flag "Trigger6" true each
    begin
    set flag "BET6" true
    end
    set flag "Trigger6" True
   end

  }


Set max Record "Sector5" layout index

  Put 2 on Neighbor Count

   add 4 to Record "Sector5" layout index
   Copy Neighbors of Record "last1" Layout
   to Record "Sector5" Layout

   add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout

  add 1 to Record "Spin counter" Data index
 



{if total bankroll >= 2000 each time
begin
stop session
end
}

{if total bankroll <= -2000 each time
begin
stop session
end
}

  If Record "progression" Data Index >
  Record "progression" Data Count
    Begin
    clear Record "Sector25" layout

    set flag "Betstart" false
   set flag "Trigger1" False
   set flag "Trigger2" False
   set flag "Trigger3" False

   set flag "BET1" False
   set flag "BET2" False
   set flag "BET3" False

    set flag "BET_1" False
    set flag "BET_2" False
    set flag "BET_3" False

   Put 1 on Record "progression" Data Index
   End

  end
END




If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

ignatus

Well now, tested the old 5-step progression And, longterm it's *no good* shorterm it MAY work (idk?),...It looks pretty much like "any other system" perhaps a little better (but with a downtrend, longterm) but you have to figure if that's how you want to play?, but perhaps 200 spins then Quit ..I have no idea about that.

ALSO tested a 6-step progression (That was even worse) greater drawdowns, when loss etc.

SO, my final statement about THIS bet now --The progressionline *MUST* be 7 steps* (for longer term play)

Now, i compromised the 7-step progressionline even more (from step 2, oldbet* 2,5 =new bet)  so the new progressionline would be now;

1,3,7,18,45,125,300 STOP

(MAXBET 300u, i think that's a good compromise).

What i *haven't tested* IF this version (11-numbers sector trigger +Virtual win) is better than the old one? that i don't know,..but now, tested with the new progressionline, it looks good (but more testings needed)

RX-code Out of Space v3 (New progressionline)


system "Out of Space v.3 11-sector Trigger"
// © ignatus 2018 ©

method "main"
begin
  while starting a new session
  begin
    put 0 to Record "Highest Bankroll" Data

  //  Set List[1,3,10,25,65,165,420]
     Set List[1,3,7,18,45,125,300]
      to Record "progression" Data
     
   Set List[1,2,5]
     to Record "Spin counter" Data
   end

   while on each spin
  begin
 
     if any inside bet won each
begin
put 1 on Record "progression" Data Index
clear Record "Sector25" layout
set flag "Betstart" false


set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False

set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False
end
 
  Track last Number for 1 spins to
Record "last1" layout
 
  IF Record "last1" Layout is not found within Record "TriggerBET1" Layout
  begin
   if flag "BET_1" true
   begin
   set flag "Betstart" true
   end
  end
 
  IF Record "last1" Layout is not found within Record "TriggerBET2" Layout
  begin
   if flag "BET_2" true
   begin
   set flag "Betstart" true
   end
  end
 
  IF Record "last1" Layout is not found within Record "TriggerBET3" Layout
  begin
   if flag "BET_3" true
   begin
   set flag "Betstart" true
   end
  end
 
 
  if flag "Betstart" true each
  begin
Put 100% of Record "progression" Data to Record "Sector25" layout list
Add 1 to Record "progression" Data index
end

 
    if Record "Sector25" layout list lost each
begin
// put 1 on Record "progression" Data Index
// clear Record "Sector25" layout
// set flag "Betstart" false


set flag "Trigger1" False
set flag "Trigger2" False
set flag "Trigger3" False

set flag "BET1" False
set flag "BET2" False
set flag "BET3" False

set flag "BET_1" False
set flag "BET_2" False
set flag "BET_3" False

// if flag "Betstart" true each
// Add 1 to Record "progression" Data index
// Put 1 to Record "Sector25" layout list
// begin
end
 






If Record "last1" layout is not found within Record "TriggerBET1" layout each
begin
set flag "Trigger1" False
set flag "BET1" False
set flag "BET_1" False
end

If Record "last1" layout is not found within Record "TriggerBET2" layout each
begin
set flag "Trigger2" False
set flag "BET2" False
set flag "BET_2" False
end

If Record "last1" layout is not found within Record "TriggerBET3" layout each
begin
set flag "Trigger3" False
set flag "BET3" False
set flag "BET_3" False
end

{
If Record "last1" layout is not found within Record "TriggerBET4" layout each
begin
set flag "Trigger4" False
set flag "BET4" False
end

If Record "last1" layout is not found within Record "TriggerBET5" layout each
begin
set flag "Trigger5" False
set flag "BET5" False
end

If Record "last1" layout is not found within Record "TriggerBET6" layout each
begin
  set flag "Trigger6" False
  set flag "BET6" False
end
}

    Set max Record "TriggerBET1" layout index
    Set max Record "TriggerBET2" layout index
    Set max Record "TriggerBET3" layout index
    Set max Record "TriggerBET4" layout index
    Set max Record "TriggerBET5" layout index
    Set max Record "TriggerBET6" layout index

   Put 5 on Neighbor Count

   add 10 to Record "TriggerBET1" layout index
   Copy Neighbors of number 4
   to Record "TriggerBET1" Layout
    add 1 to Record "TriggerBET1" layout index
    copy number 4 to Record "TriggerBET1" layout

  { add 4 to Record "TriggerBET2" layout index
   Copy Neighbors of number 34
   to Record "TriggerBET2" Layout
    add 1 to Record "TriggerBET2" layout index
    copy number 34 to Record "TriggerBET2" layout }

   add 10 to Record "TriggerBET2" layout index
   Copy Neighbors of number 23
   to Record "TriggerBET2" Layout
    add 1 to Record "TriggerBET2" layout index
    copy number 23 to Record "TriggerBET2" layout

{    add 4 to Record "TriggerBET4" layout index
   Copy Neighbors of number 1
   to Record "TriggerBET4" Layout
    add 1 to Record "TriggerBET4" layout index
    copy number 1 to Record "TriggerBET4" layout }

   add 10 to Record "TriggerBET3" layout index
   Copy Neighbors of number 22
   to Record "TriggerBET3" Layout
    add 1 to Record "TriggerBET3" layout index
    copy number 22 to Record "TriggerBET3" layout

{  add 4 to Record "TriggerBET6" layout index
   Copy Neighbors of number 12
   to Record "TriggerBET6" Layout
    add 1 to Record "TriggerBET6" layout index
    copy number 12 to Record "TriggerBET6" layout }
 
 
IF total inside bets count = 0 each
  begin

  //  if Record "last1" layout is found within Record "TriggerBET1" layout each
  //   begin
     if flag "Trigger1" True each
     begin
     if flag "BET1" True each
     begin
     if flag "BET_1" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 1
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 1 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
  //  Put 100% of Record "progression" Data to Record "Sector25" layout list
    end
   end
   end
   
   // if Record "last1" layout is found within Record "TriggerBET2" layout each
   // begin
     if flag "Trigger2" True each
     begin
    if flag "BET2" True each
     begin
     if flag "BET_2" True each
     begin
     Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 26
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 26 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
  //  Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET3" layout each
//  begin
{   if flag "Trigger3" True each
    begin
   if flag "BET3" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 12
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 12 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end }


  // if Record "last1" layout is found within Record "TriggerBET4" layout each
  // begin
{    if flag "Trigger4" True each
     begin
   if flag "BET4" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 4
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 4 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end }
   
  // if Record "last1" layout is found within Record "TriggerBET5" layout each
  // begin
   if flag "Trigger3" True each
    begin
   if flag "BET3" True each
     begin
     if flag "BET_3" True each
     begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 34
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 34 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
  //  Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end
   end
   
//  if Record "last1" layout is found within Record "TriggerBET6" layout each
//  begin
{    if flag "Trigger6" True each
     begin
   if flag "BET6" True each
   begin
    Put 1 on Record "progression" Data Index
    Set max Record "Sector25" layout index
    Put 12 on Neighbor Count
    add 24 to Record "Sector25" layout index
     Copy Neighbors of number 11
     to Record "Sector25" Layout
    add 1 to Record "Sector25" layout
    copy number 11 to to Record "Sector25" Layout
    // add 1 to Record "Spin counter" Data index
    Put 100% of Record "progression" Data to Record "Sector25" layout list
   end
   end }
  end


if Record "last1" layout is found within Record "TriggerBET1" layout each
   begin
     IF flag "BET1" true
    begin
    set flag "BET_1" true
    end

    IF flag "Trigger1" true
    begin
    set flag "BET1" true
    end
    set flag "Trigger1" True
   end


   if Record "last1" layout is found within Record "TriggerBET2" layout each
   begin
     IF flag "BET2" true
    begin
    set flag "BET_2" true
    end

    IF flag "Trigger2" true each
    begin
    set flag "BET2" true
    end
    set flag "Trigger2" True
   end

   if Record "last1" layout is found within Record "TriggerBET3" layout each
   begin
     IF flag "BET3" true
    begin
    set flag "BET_3" true
    end

    IF flag "Trigger3" true each
    begin
    set flag "BET3" true
    end
    set flag "Trigger3" True
   end

{  if Record "last1" layout is found within Record "TriggerBET4" layout each
   begin
    IF flag "Trigger4" true each
    begin
    set flag "BET4" true
    end
    set flag "Trigger4" True
   end

   if Record "last1" layout is found within Record "TriggerBET5" layout each
   begin
    IF flag "Trigger5" true each
    begin
    set flag "BET5" true
    end
    set flag "Trigger5" True
   end

   if Record "last1" layout is found within Record "TriggerBET6" layout each
   begin
    IF flag "Trigger6" true each
    begin
    set flag "BET6" true
    end
    set flag "Trigger6" True
   end

  }


Set max Record "Sector5" layout index

  Put 2 on Neighbor Count

   add 4 to Record "Sector5" layout index
   Copy Neighbors of Record "last1" Layout
   to Record "Sector5" Layout

   add 1 to Record "Sector5" layout index
copy Last Number to to Record "Sector5" Layout

  add 1 to Record "Spin counter" Data index
 



{if total bankroll >= 2000 each time
begin
stop session
end
}

{if total bankroll <= -2000 each time
begin
stop session
end
}

  If Record "progression" Data Index >
  Record "progression" Data Count
    Begin
    clear Record "Sector25" layout

    set flag "Betstart" false
   set flag "Trigger1" False
   set flag "Trigger2" False
   set flag "Trigger3" False

   set flag "BET1" False
   set flag "BET2" False
   set flag "BET3" False

    set flag "BET_1" False
    set flag "BET_2" False
    set flag "BET_3" False

   Put 1 on Record "progression" Data Index
   End

  end
END




If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

nottophammer



I'm giving you the excellent contribution.

Reason.
Since you've been RX-tastic, you have been working on a method longer' I'd say. By staying on the method you can see the pitfall and make adjustments.
Which show like in the above graph.

So you can see why i've spent 99% of my time on NON-HIT's and this morning something has shown from the green tester. Now just got to spend days going over old data.

Hope you don't show a graph of this method going south.  Goodwork :thumbsup:

How do you win at roulette, simple, make the right decision

ignatus

Quote from: nottophammer on Nov 22, 05:49 AM 2018I'm giving you the excellent contribution.

Thanks notto!  :thumbsup:
If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

Still

OK couple questions for Ignatus...

About what percent of total spins are skipped waiting for the triggers?

How deep into the progression did you end up going during the last test of 65k?

So with a 25 number bet a 100x bet would be $2500? 

I wonder if it would work to capitulate at, say, level 4, and start a positive progression instead?

ignatus

Quote from: Still on Nov 22, 05:48 PM 2018
OK couple questions for Ignatus...

About what percent of total spins are skipped waiting for the triggers?

How deep into the progression did you end up going during the last test of 65k?

So with a 25 number bet a 100x bet would be $2500? 

I wonder if it would work to capitulate at, say, level 4, and start a positive progression instead?

I can't answer any of these questions, except that i've tried a positive progression with the new version (That bet only after a virtual win) But, strange how it seems, that was a negative trend in the long run,.. To be logical, A sector-of-11 hit 4 times *should not* hit again another 4 times? But idk? maybe i did something wrong? :S.. IF you find a working positive progression/method, let me know, i've tried, and failed?
If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

ignatus

Quote from: Still on Nov 22, 05:48 PM 2018I wonder if it would work to capitulate at, say, level 4, and start a positive progression instead?

btw, that a very good idea? Sector-trigger hit (4) times Then +4 times with the negative progression, yes? logic say again it *should not* be a great chance for it to hit much more, (after hit 8 times) ? :S
If you like to donate link::[url="//paypal.me/ignatus1"]//paypal.me/ignatus1[/url]

"Focus on predicting wheel sectors where the ball is expected to land" ~Steve

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